Trade Goods

ItemCostSupplyWeightEffect
Bit & Bridle1 spC1
Blanket5 cpC1
Chess Set6 spC1Opposed roll for INT determines who wins.
Dice5 cpCChance determines who wins.
Field Kitchen2 gpC2Advantage on BUSHCRAFT rolls for cooking.
Field Ration2 cpC1/4One ration must be consumed per day, otherwise you become hungry.
Fodder1 cpC1Pne day of food for a draft animal
Grappling Hook25 cpC1Can be used to secure a rope. Can be thrown and secured with an ATHLETICS roll up to STR meters (STR × 2 with Disadvantage).
Lockpicks1 gpU1Required to avoid DISADVANTAGE on SLEIGHT OF HAND rolls for picking locks.
Magnifying Glass6 gpU1Advantage on SPOT HIDDEN rolls.
Map25 spURequired to avoid a bane on BUSHCRAFT rolls for leading the way during journeys.
Marbles (Bag of 50)1 cpC1Can be thrown at a humanoid enemy within 10 meters, as an action. Next turn the enemy must make an EVADE roll (not an action) in order to move.
Padlock8 spCLocks a door or chest. Can take 20 points of damage, armor rating 5.
Playing Cards15 cpUOpposed roll for BLUFFING determines who wins.
Rope, Hemp (10 meters)1 cpC1Advantage on ATHLETICS rolls for climbing, but the rope must be secured to something.
Rope, Silk (10 meters)5 spUAdvantage on ATHLETICS rolls for climbing, but the rope must be secured to something.
Saddle12 spC1Required to avoid disadvantage when fighting from horseback.
Spyglass10 gpR1Advantage on BUSHCRAFT rolls for leading the way during journeys.
Tent, Small4 spC2Can accommodate up to two people. Grants favor on BUSHCRAFT rolls for making camp. Only one person rolls, but others can help.
Tent, Large15 spC4Can accommodate up to six people. Grants favor on BUSHCRAFT rolls for making camp. Only one person rolls, but others can help.
Whistle1 cpCCan be heard from up to 100 meters away.